Fields
NameTypeOffset
float32 = 1
MPropertyDescription: "When this attack is used, pause weapon reloads for this long"
float32 = 0.7
MPropertyDescription: "When this attack is used, pause shooting for this long"
float32 = 0.6
MPropertyDescription: "Enemies are slowed for this duration when hit by this attack"
float32 = 50
MPropertyDescription: "Enemies are slowed to this speed when hit by this attack"
bool
MPropertyDescription: "Is this a Heavy melee attack? Otherwise it's considered light."
bool
MPropertyDescription: "When true, a parry only protects the parrier. The attacker is still parried, but everyone else it caught is hit as normal."
bool = true
MPropertyDescription: "When false, a parry still blocks this attack's damage but does not stun the attacker."
float32
MPropertyDescription: "How long after triggering until we can perform another melee attack"
float32 = 48
MPropertyDescription: "Half width of the cone at the player"
bool
MPropertyDescription: "Trigger a big screen shake when this attack hits"
CPiecewiseCurve = {"m_spline":[],"m_tangents":[],"m_vDomainMaxs":[0,0],"m_vDomainMins":[0,0]}
MPropertyDescription: "The curve defining move speed bonus/penalty. This is how we apply the post-movement controller movement slow."
CPiecewiseCurve = {"m_spline":[],"m_tangents":[],"m_vDomainMaxs":[0,0],"m_vDomainMins":[0,0]}
MPropertyDescription: "The curve defining movement controller target speed. This is what defines the speed boost"
float32 = 300
MPropertyDescription: "How much acceleration to apply to use when following the movement speed curve"
float32 = 0.3
MPropertyDescription: "How long to be in the attacking state once the attack triggers"
bool
MPropertyDescription: "When true, an attack started in the air holds off triggering until the caster lands. The air dash curve still runs first, so a flat curve gives a wind-up that simply waits for the ground."
MPropertyDescription: "Sound to play when this attack activates"
MPropertyStartGroup: "Sounds"
MPropertyDescription: "Sound to play when starting the movement dash of this attack"
CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition>> = "particles/abilities/melee/melee_activate.vpcf"
MPropertyStartGroup: "Visuals"
CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition>> = "particles/abilities/melee_swing.vpcf"
CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition>> = "particles/abilities/melee_impact.vpcf"